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This is a brief tutorial for lighting an interior scene to be rendered with VRay 1.09n Advanced. It is not intended as a comprehensive tutorial on
modeling, texturing or lighting of an architectural scene. The aim is to outline one particular workflow for setting up lighting with VRay, and should
be viewed only as a guide for approaching similar interior scenes.
Additive Lighting
It is always helpful to approach the challenge of lighting a scene with a strategy in mind. In this scenario, we'll use an additive approach.
This approach usually begins by starting in darkness and then progressively adding lights, one at a time. Lights are only added after the settings for
the existing lights are satisfactory. This allows us to keep track of how each light contributes to the scene, before adding new ones. This also avoids
having any unnecessary lights in the scene, that may cause unexpected results or increase render times. I generally start with Sky light, then add
Sun light and finally, additional fill lights if required.
PREPARATION & SETUP
1. Start by hiding all the glass before calculating the Irradiance
Map. Not only will this allow more light to pass through, it will also
greatly speed up future test renders.
3. Select a light blue colour, eg. R173 G208 B255 and set the
Multiplier=4.0.
4. In this case, we'll use Color mapping since the external areas
have enough illumination and we only want to brighten the interior
illumination. Set the Dark multiplier to 2.0.
Dark mutliplier - the value that dark colors will be multiplied by.
For indoor or poorly lit scenes, you may want to increase this value
to get more light in dark areas.
Light multiplier - the value that bright colors will be multiplied by.
Normally you'd leave this to its default value of 1.0 which means
that bright colors will not be altered.
SUNLIGHT
1. Create a Sun System.
Sunlight Settings:
Color: R255 G251 B237
Multiplier: 3.0
Shadow: On - VRay Shadows
2. Adjust the Sun system so that some direct light enters the interior
spaces. Turn Off Indirect illumination (GI) calculation to reduce
render times. GI is not necessary since we only want to see where
direct sunlight penetrates into the interior space.
1. Select all the objects in the scene with the Wood1 material.
The effect is very subtle but most noticeable on the ceiliings and
walls. You can increase the multiplier on individual objects or objects
with certain materials by repeating the previous procedure to tweak
the amount of color bleed.
Increasing the IR map Min. & Max. rates may fix this, but will also
significantly increase render time. Another option is to use an
invisible VRaylight to simulate the light coming from the glazing.
VRaylight Settings:
Color: R255 G245 B217
Multiplier: 0.5
Invisible: Checked
Type: Plane
2. With all the lights and the IR Map on, this is a good time to
tweak the Color Map settings again. The test renders should be
fast since we are reusing the saved IR Map and only adjusting the
Color Map multiplier values. For the final render, I used Bright=1.0
and Dark=1.8
3. Make sure Don't delete, Auto save and Switch to Saved Map
are checked. Leave the AA at Fixed rate=1.
Then hit render to calculate the IR Map for the final resolution.
3. Set the blending mode to Color, and reduce the Opacity of the
duplicate layer to 30-50%.
5. Add a mask to this layer. Copy the image and paste it into the
mask channel. This will mask out all the dark areas of the layer and
only the bright areas will remain. Adjust the levels for the mask
channel.
Other effects such as Film Grain, DOF, blurs, etc. can also be added.
CONCLUSION
This scene proved an interesting challenge since it has both interior
and exterior spaces. By using some of the features in VRay, we were
able to achieve very natural and realistic lighting in a fairly short
amount of time.
And as new builds of VRay are released, we will try to update the
tutorials so that they remain relevant.
Vu Nguyen|osmosis